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Everything posted by Modos

  1. I know this is an old thread in an old forum, but since this thematic fits in here, I didn't want to open a new thread in the new forum and trying my luck here now: I want to create a mesh with a button, attache it to the cursor and drop it, when clicked again. It works fine, except that, when I create another mesh, the position of the old mesh will also be set again, so I have meshes on the same position and it seems, that it is only one mesh. How can I manage, to let the first mesh be fixed on its position? Even a reference with scene.getMeshByName won't work. I hope anyone will see me here :D
  2. Hello forum! I'm still new to babylon, but I want to go overboard and create a first-person-shooter with an AI and case-based reasoning (maybe with JADE and myCBR). But that's just the intro, now to the important part: For this goal I don't want to create everything by myself. I thought I could easily import a character model and a scene that fits as environment for a FPS. For test purposes I tried to import some meshes - skull.babylon and dude.babylon: (skull.babylon) https://can't find dude.babylon anymore I did it by searching in the example tab, opening the playground and downloading via Zip-Button. Is there another way to look for scenes and meshes to import (except demos)? And maybe a better way to save them. Bla bla bla here is my problem: As you can see in the picture, the dude-character doesn't has his texture. That happens to me for most textures I want to put on meshes. How can I add a texture properly to a mesh? Or why are some textures not shown right? Another Example that isn't working with some links: var ground = new BABYLON.Mesh.CreateGround("ground", 50, 50, 1, scene); ground.material = new BABYLON.StandardMaterial("groundMat", scene); ground.material.diffuseTexture = new BABYLON.Texture(""); This is the primary the code I downloaded, i just repeated the import function for dude.babylon. As always, i thank you in advance for your solutions or advices.
  3. Although I have marked the thread as solved, I still have one last question regarding the statement that babylon is on a different scale. You mentioned that network and AI is not the goal of Babylon. What is the goal of Babylon, if there is any? (If that is something that can be described as development is community based)
  4. Thank you very much for your help! The keyword was 'LOD', so i think the counterpart for BillboardAsset is MeshLODLevel? Well, to compare them is MY goal! Babylon has at least a pathfinder for AI, if i remember correctly. I think it was NavigationMesh. Where exactly is the difference between Babylon and Unity? I always read that Babylon was meant for creating 3D games and so is unity. I have also seen that Babylon's first commit was on June 27, 2013. I guess I can take that as release date.
  5. I'm about to compare them and can now list some of them: AvatarBuilder - This class allows you to create custom avatars for your animated characters entirely via script, in a similar way to what goes on behind the scenes in the Unity Editor when you create an avatar from the model import inspector. BillboardAsset - Billboards are a level-of-detail (LOD) method of drawing complicated 3D objects in a simpler manner if they are further away. Because the object is further away, there is often less requirement to draw the object at full detail due to its size on-screen and low likelihood of being a focal point in the Camera view. CharacterController - A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody. A CharacterController is not affected by forces and will only move when you call the Move funtion. It will then carry out the movement but be constrained by collisions. NavMeshObstacle - A NavMeshObstacle is cylindrical in shape and can move around the surface of the NavMesh with a specified velocity. By default, the obstacle will only affect the agent's avoidance behaviour rather than the pathfinding. This means that the agent will ignore the obstacle when plotting a path but will sidestep around it while moving along the path. UnityEngine.Networking - it generally contains classes for network connections, player connections, player communication, matchmaking etc. QualitySettings - There can be an arbitrary number of quality settings. The details of each are set up in the project's Quality Settings. At run time, the current quality level can be changed using this class. SystemInfo - Use this class to figure out capabilities of the underlying platform and hardware. For example, you can check which RenderTexture formats are supported (SupportsRenderTextureFormat), how many CPU threads are available (processorCount), and so on. or some functions to make a scene more realistic: Cloth - The Cloth class provides an interface to cloth simulation physics. WindZone - Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. I think this is engough to read for now. I chose these functions, because i couldn't find the corresponding counterparts in babylon. It seems Unity has more functions for AI and gaming. Is there a date or at least a year where babylon was published?
  6. Thanks for your reply. In fact, I have already seen this and even tried it out a bit. I just thought that someone might know some significant differences or advantages of the functions.
  7. Hi everybody, i want to know what Babylon can do what Unity can't do and vice versa. This is not about which tool is better like "babylon is for web-development and using less ressources and unity is programmed with C#", but more about the functionality of the tools. Are there special functions that can be mentioned? For example: Unity has the function NavMeshObstacle for objects to avoid by AI agents. Does Babylon has a similar function? I ask this with the background thoughts of a multi-agent system which should be built, which I already mentioned in a thread: As part of my work, I'd like to compare the capabilities of these tools through their API (Babylon: Unity: ) (the only way I can think of to compare functions) and, of course, I don't want anyone else to do my work, but I thought if anyone already had the knowledge, I could use this approach. I hope this kind of question fits in this forum. Thanks in advance.
  8. Hey there, sorry for my late respond. I was busy last days and in the evening too tired. I'm very grateful to you for your efforts. @Deltakosh & @JohnK There is no reason for an excuse, since this is "open source framework" and "we are all working on it on our spare time" as it is written in one of the pinned topics 🤓 The playground sample looks like what I imagined when I asked for it. While writing this, I still didn't look at the code, I will do that later. I'll mark this thread as "solved", but maybe I'll come up with some questions to that code (for example what the exact difference between "onPointerClickObservable" and "onPointerUpObservable", but first I want to look that up by myself). In addition to that, maybe I want to come back later to the upper questions of my project without open a new thread. I hope that is okay with you guys. Thanks a lot so far.
  9. Hey thank you for your responses. @Deltakosh I don't think I need multiple canvas. Just multiple scenes that I can switch (but until now I didn't find out how to do that correctly). @JohnK You are almost right about everything. The purpose of this platform is to give the students a better understanding of the topic "AI" or "agents" in a playful way. Therefor they shall build their own agents and compete against the pre-programmed (by the game designer) agents in an optional category. Every category contains a game with agents. The mini puzzle was just an example of a "problem solving game" with agents. Sorry for being unclear. And now that I think about it: I think the agents will be built outside of the game and the game designer have to implement them into the game. The user won't store it directly. So there is no activ gaming with users, the scenes are just to watch a competition between agents. You're probably right, I should clarify that before annoying a forum 🤔 So far, I thought like this: A User has to login into a website. There he can choose between games A,B,C to watch agents fighting each other. For every game one scene is needed. Therefor I thought you need multiple scenes. In this game you can switch the camera (e.g. from the ArcRotateCam to the FreeCam) and switch to another game. Maybe you don't have to switch from ingame, you could just go back to the game selection. Hm. Well, asking this made me realize: I also lack information. BUT I'm still curious how to switch the scenes with a button in each scene. Is it possible to let multiple scenes run at the same time and switch them without losing any progress (for example a time counter that runs in the scene in the background and if you switch to can see the counted time)? I created this: The button is there but only visible in the background scene. You can still click it (above the upper left corner), the scene will switch but you can't switch back. I think I write too much....
  10. Hello guys, I'm new to this forum and to BabylonJS. The question about multiple scenes isn't new, I know. I already read some threads, but the answers didn't work for me. I need two scenes that act simultaneously. Only one scene should be visible at a time, the other should run in the background. I also want a button in each scene to switch to the other scene. For some reason I can't run my scenes with playground, so i just send you my html-files as an example. I'm sorry for the effort. 2engines.html is a modification of a version someone posted in one of the threads about two canvas and engines. It's nearly what I want, but the button to switch the scene is shown for just one scene (you can switch the scene without button by pressing '1'). I don't know if I have to use multiple canvas for my request. Multiview.html is an example how it could look like (also an experiment with multiviews). I call the createScene-function everytime to switch, so the scene will always start from the beginning. I want to switch to the other scene without restarting it, so you can see the progress of whatever happens there, while running in background. The main goal is to create a platform with a couple of minigames (solve a puzzle, realtime strategy, first-person-shooter etc.) via browser. Students can program their own agents and let them fight against pre-programmed agents. People or students that don't play should be able to watch one of those games and switch the camera (or scene) to watch another game. I'm trying to find out if it's possible to realize this concept (or rather the representation with scenes and cameras) with BabylonJS. I'm not the one creating this platform. It is part of my study project to find out, if BabylonJS is the right framework for this. Wow, that was a huge spam. I hope there wasn't too much unnecessary information and that I've made myself clear. Best regards. 2engines.html multiview.html